There's no existing infrastructure for WGSL yet, so to clean up the shader I'm making do with some simple greps and short-term meticulousness.

This commit is contained in:
Rezmason
2021-10-30 23:18:39 -07:00
parent 375560d6a1
commit 53e1c5502c

View File

@@ -1,8 +1,8 @@
let NUM_VERTICES_PER_QUAD:i32 = 6; // 2 * 3
let PI:f32 = 3.14159265359;
let TWO_PI:f32 = 6.28318530718;
let SQRT_2:f32 = 1.4142135623730951;
let SQRT_5:f32 = 2.23606797749979;
let NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
let PI : f32 = 3.14159265359;
let TWO_PI : f32 = 6.28318530718;
let SQRT_2 : f32 = 1.4142135623730951;
let SQRT_5 : f32 = 2.23606797749979;
// Bound resources
@@ -41,68 +41,68 @@ let SQRT_5:f32 = 2.23606797749979;
slantVec : vec2<f32>;
volumetric : i32;
};
[[group(0), binding(0)]] var<uniform> config:Config;
[[group(0), binding(0)]] var<uniform> config : Config;
[[block]] struct MSDF {
glyphSequenceLength: i32;
glyphTextureColumns: i32;
glyphSequenceLength : i32;
glyphTextureColumns : i32;
};
[[group(0), binding(1)]] var<uniform> msdf:MSDF;
[[group(0), binding(2)]] var msdfSampler: sampler;
[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
[[group(0), binding(1)]] var<uniform> msdf : MSDF;
[[group(0), binding(2)]] var msdfSampler : sampler;
[[group(0), binding(3)]] var msdfTexture : texture_2d<f32>;
[[block]] struct Time {
seconds:f32;
frames:i32;
seconds : f32;
frames : i32;
};
[[group(0), binding(4)]] var<uniform> time:Time;
[[group(0), binding(4)]] var<uniform> time : Time;
[[block]] struct Scene {
screenSize: vec2<f32>;
camera: mat4x4<f32>;
transform: mat4x4<f32>;
screenSize : vec2<f32>;
camera : mat4x4<f32>;
transform : mat4x4<f32>;
};
[[group(0), binding(5)]] var<uniform> scene:Scene;
[[group(0), binding(5)]] var<uniform> scene : Scene;
// Shader params
struct VertInput {
[[builtin(vertex_index)]] index:u32;
[[builtin(vertex_index)]] index : u32;
};
struct VertOutput {
[[builtin(position)]] Position:vec4<f32>;
[[location(0)]] uv:vec2<f32>;
[[location(1)]] channel:vec3<f32>;
[[location(2)]] glyph:vec4<f32>;
[[builtin(position)]] Position : vec4<f32>;
[[location(0)]] uv : vec2<f32>;
[[location(1)]] channel : vec3<f32>;
[[location(2)]] glyph : vec4<f32>;
};
struct FragOutput {
[[location(0)]] color:vec4<f32>;
[[location(0)]] color : vec4<f32>;
};
// Helper functions for generating randomness, borrowed from elsewhere
fn randomFloat( uv:vec2<f32> ) -> f32 {
fn randomFloat( uv : vec2<f32> ) -> f32 {
let a = 12.9898;
let b = 78.233;
let c = 43758.5453;
let dt = dot( uv, vec2<f32>( a,b ) );
let dt = dot( uv, vec2<f32>( a, b ) );
let sn = dt % PI;
return fract(sin(sn) * c);
}
fn randomVec2( uv:vec2<f32> ) -> vec2<f32> {
fn randomVec2( uv : vec2<f32> ) -> vec2<f32> {
return fract(vec2<f32>(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
}
fn wobble(x:f32) -> f32 {
fn wobble(x : f32) -> f32 {
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
}
// Vertex shader
[[stage(vertex)]] fn vertMain(input: VertInput) -> VertOutput {
[[stage(vertex)]] fn vertMain(input : VertInput) -> VertOutput {
var volumetric = bool(config.volumetric);
@@ -129,7 +129,7 @@ fn wobble(x:f32) -> f32 {
var uv = (quadPosition + quadCorner) / quadGridSize;
// Retrieve the quad's glyph data
var vGlyph = vec4<f32>(1.0, 0.0, randomFloat(vec2<f32>(quadPosition.x, 1.0)), 0.0); // TODO: texture2D(state, quadPosition / quadGridSize);
var vGlyph = vec4<f32>(1.0, 0.0, randomFloat(vec2<f32>(quadPosition.x, 1.0)), 0.0); // TODO : texture2D(state, quadPosition / quadGridSize);
// Calculate the quad's depth
var quadDepth = 0.0;
@@ -153,7 +153,7 @@ fn wobble(x:f32) -> f32 {
vChannel = vec3<f32>(0.0, 1.0, 0.0);
}
vChannel = vec3<f32>(1.0); // TODO: remove
vChannel = vec3<f32>(1.0); // TODO : remove
// Convert the vertex's world space position to screen space
var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
@@ -174,18 +174,18 @@ fn wobble(x:f32) -> f32 {
// Fragment shader
fn median3(i:vec3<f32>) -> f32 {
fn median3(i : vec3<f32>) -> f32 {
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
}
fn getSymbolUV(glyphCycle:f32) -> vec2<f32> {
fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
var symbol = i32(f32(msdf.glyphSequenceLength) * glyphCycle);
var symbolX = symbol % msdf.glyphTextureColumns;
var symbolY = symbol / msdf.glyphTextureColumns;
return vec2<f32>(f32(symbolX), f32(symbolY));
}
[[stage(fragment)]] fn fragMain(input: VertOutput) -> FragOutput {
[[stage(fragment)]] fn fragMain(input : VertOutput) -> FragOutput {
var volumetric = bool(config.volumetric);
var uv = input.uv;
@@ -210,13 +210,13 @@ fn getSymbolUV(glyphCycle:f32) -> vec2<f32> {
}
// Retrieve values from the data texture
var glyph:vec4<f32>;
var glyph : vec4<f32>;
if (volumetric) {
glyph = input.glyph;
} else {
glyph = vec4<f32>(1.0); // TODO: texture2D(state, uv);
glyph = vec4<f32>(1.0); // TODO : texture2D(state, uv);
}
glyph = input.glyph; // TODO: remove
glyph = input.glyph; // TODO : remove
var brightness = glyph.r;
var symbolUV = getSymbolUV(glyph.g);
var quadDepth = glyph.b;
@@ -235,12 +235,12 @@ fn getSymbolUV(glyphCycle:f32) -> vec2<f32> {
glyphUV = glyphUV + 0.5;
var msdfUV = (glyphUV + symbolUV) / f32(msdf.glyphTextureColumns);
// MSDF: calculate brightness of fragment based on distance to shape
// MSDF : calculate brightness of fragment based on distance to shape
var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
var sigDist = median3(dist) - 0.5;
var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
var output:FragOutput;
var output : FragOutput;
if (bool(config.showComputationTexture)) {
output.color = vec4<f32>(glyph.rgb * alpha, 1.0);